12,433 research outputs found
An Evaluation of Input Controls for In-Car Interactions
The way drivers operate in-car systems is rapidly changing as traditional physical controls, such as buttons and dials, are being replaced by touchscreens and touch-sensing surfaces. This has the potential to increase driver distraction and error as controls may be harder to find and use. This paper presents an in-car, on the road driving study which examined three key types of input controls to investigate their effects: a physical dial, pressure-based input on a touch surface and touch input on a touchscreen. The physical dial and pressure-based input were also evaluated with and without haptic feedback. The study was conducted with users performing a list-based targeting task using the different controls while driving on public roads. Eye-gaze was recorded to measure distraction from the primary task of driving. The results showed that target accuracy was high across all input methods (greater than 94%). Pressure-based targeting was the slowest while directly tapping on the targets was the faster selection method. Pressure-based input also caused the largest number of glances towards to the touchscreen but the duration of each glance was shorter than directly touching the screen. Our study will enable designers to make more appropriate design choices for future in-car interactions
An Evaluation of Touch and Pressure-Based Scrolling and Haptic Feedback for In-car Touchscreens
An in-car study was conducted to examine different input techniques for list-based scrolling tasks and the effectiveness of haptic feedback for in-car touchscreens. The use of physical switchgear on centre consoles is decreasing which allows designers to develop new ways to interact with in-car applications. However, these new methods need to be evaluated to ensure they are usable. Therefore, three input techniques were tested: direct scrolling, pressure-based scrolling and scrolling using onscreen buttons on a touchscreen. The results showed that direct scrolling was less accurate than using onscreen buttons and pressure input, but took almost half the time when compared to the onscreen buttons and was almost three times quicker than pressure input. Vibrotactile feedback did not improve input performance but was preferred by the users. Understanding the speed vs. accuracy trade-off between these input techniques will allow better decisions when designing safer in-car interfaces for scrolling applications
Mid-Air Haptics for Control Interfaces
Control interfaces and interactions based on touch-less gesture tracking devices have become a prevalent research topic in both industry and academia. Touch-less devices offer a unique interaction immediateness that makes them ideal for applications where direct contact with a physical controller is not desirable. On the other hand, these controllers inherently lack active or passive haptic feedback to inform users about the results of their interaction. Mid-air haptic interfaces, such as those using focused ultrasound waves, can close the feedback loop and provide new tools for the design of touch-less, un-instrumented control interactions. The goal of this workshop is to bring together the growing mid-air haptic research community to identify and discuss future challenges in control interfaces and their application in AR/VR, automotive, music, robotics and teleoperation
On the Collaboration of an Automatic Path-Planner and a Human User for Path-Finding in Virtual Industrial Scenes
This paper describes a global interactive framework enabling an automatic path-planner and a user to collaborate for finding a path in cluttered virtual environments. First, a collaborative architecture including the user and the planner is described. Then, for real time purpose, a motion planner divided into different steps is presented. First, a preliminary workspace discretization is done without time limitations at the beginning of the simulation. Then, using these pre-computed data, a second algorithm finds a collision free path in real time. Once the path is found, an haptic artificial guidance on the path is provided to the user. The user can then influence the planner by not following the path and automatically order a new path research. The performances are measured on tests based on assembly simulation in CAD scenes
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An interface to virtual environments for people who are blind using Wii technology - mental models and navigation
Accessible games, both for serious and for entertainment purposes, would allow inclusion and participation for those with disabilities. Research into the development of accessible games, and accessible virtual environments, is discussed. Research into accessible Virtual Environments has demonstrated great potential for allowing people who are blind to explore new spaces, reducing their reliance on guides, and aiding development of more efficient spatial maps and strategies. Importantly, Lahav and Mioduser (2005, 2008) have demonstrated that, when exploring virtual spaces, people who are blind use more and different strategies than when exploring real physical spaces, and develop relatively accurate spatial representations of them. The present paper describes the design, development and evaluation of a system in which a virtual environment may be explored by people who are blind using Nintendo Wii devices, with auditory and haptic feedback. The nature of the various types of feedback is considered, with the aim of creating an intuitive and usable system. Using Wii technology has many advantages, not least of which are that it is mainstream, readily available and cheap. The potential of the system for exploration and navigation is demonstrated. Results strongly support the possibilities of the system for facilitating and supporting the construction of cognitive maps and spatial strategies. Intelligent support is discussed. Systems such as the present one will facilitate the development of accessible games, and thus enable Universal Design and accessible interactive technology to become more accepted and widespread
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